Plasma Whip: Difference between revisions
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[[Image:Zerosuit_samus_plasmawhip.jpg|thumb|right|200px|Zero Suit Samus using Plasma Whip]]'''Plasma Whip''' is [[Zero Suit Samus (SSBB)|Zero Suit Samus']] [[Side Special Move]]. It shoots the Plasma Whip forward a long distance, with small knockback and damage throughout its length, except for a fairly large sweetspot at the tip. The body of the whip can knock the enemy into the tip, which has large knockback (at least as large as Samus's Forward Smash, but with longer range) and is considered her best kill move outside of her forward and backward aerials | [[Image:Zerosuit_samus_plasmawhip.jpg|thumb|right|200px|Zero Suit Samus using Plasma Whip]]'''Plasma Whip''' is [[Zero Suit Samus (SSBB)|Zero Suit Samus']] [[Side Special Move]]. It shoots the Plasma Whip forward a long distance, with small knockback and damage throughout its length, except for a fairly large sweetspot at the tip. The body of the whip can knock the enemy into the tip, which has large knockback (at least as large as Samus's Forward Smash, but with longer range) and is considered her best kill move outside of her forward and backward aerials. The move is a little laggy after extending, but comes out at about the speed of a smash attack. In the air, it can be used as a [[Tether Recovery]]; it differs from her other tether move, the [[Plasma Wire]] in that it has longer horizontal range, but much less vertical range, giving Zero Suit Samus several options for Tether recovering, depending on whether she is level with or below the ledge. The Plasma Wire can also grapple ledges that are below Zero Suit Samus's level, which can be useful for varying up her recovery. | ||
{{Zero Suit Samus Special Moves}} | {{Zero Suit Samus Special Moves}} |
Revision as of 11:43, December 11, 2009
Plasma Whip is Zero Suit Samus' Side Special Move. It shoots the Plasma Whip forward a long distance, with small knockback and damage throughout its length, except for a fairly large sweetspot at the tip. The body of the whip can knock the enemy into the tip, which has large knockback (at least as large as Samus's Forward Smash, but with longer range) and is considered her best kill move outside of her forward and backward aerials. The move is a little laggy after extending, but comes out at about the speed of a smash attack. In the air, it can be used as a Tether Recovery; it differs from her other tether move, the Plasma Wire in that it has longer horizontal range, but much less vertical range, giving Zero Suit Samus several options for Tether recovering, depending on whether she is level with or below the ledge. The Plasma Wire can also grapple ledges that are below Zero Suit Samus's level, which can be useful for varying up her recovery.